#line 1 "G:\\home\\ben\\Dev\\RB\\RenderBoy\\Bin\\Data\\Shaders\\Depth.cfx"
float4x4 WorldViewProj : WORLDVIEWPROJ ; 
float4x4 World : WORLD ; 
float4x4 ViewProj : VIEWPROJ ; 

struct VS_INPUT 
{ 
    float4 Pos : POSITION ; 
} ; 

struct VS_OUTPUT 
{ 
    float4 Pos : SV_Position ; 
    float4 CS_Pos : TEXCOORD0 ; 
} ; 



#line 1 "ShadowParam.hlsl"
static const float Ka = 30 ; 

int ShadowMethod : GLOBAL ; 

#line 11


#line 11


#line 18 "G:\\home\\ben\\Dev\\RB\\RenderBoy\\Bin\\Data\\Shaders\\Depth.cfx"
VS_OUTPUT VS ( VS_INPUT In ) 
{ 
    VS_OUTPUT Out = ( VS_OUTPUT ) 0 ; 
    
    float4 vWorldPos = mul ( In . Pos , World ) ; 
    Out . Pos = mul ( vWorldPos , ViewProj ) ; 
    Out . CS_Pos = Out . Pos ; 
    
    return Out ; 
} 

float4 PS ( VS_OUTPUT In ) : SV_Target0 
{ 
    float4 vTest = float4 ( 1 , 0 , 0 , 1 ) ; 
    
    vTest . r = In . CS_Pos . z / In . CS_Pos . w ; 
    return vTest ; 
} 

technique11 Depth 
{ 
    pass P0 
    { 
        SetVertexShader ( CompileShader ( vs_4_0 , VS ( ) ) ) ; 
        SetPixelShader ( CompileShader ( ps_4_0 , PS ( ) ) ) ; 
        
#line 45
    } 
} 
